1310 PbP Gameday - Darkest Vengeance - utopia0147 (Inactive)

Game Master utopia27

PFS game associated with Online Gamesday. External registration.
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Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Poop, should've moved further into the corner. Oh well. At this range I'm actually better off using my shield than the lance.

Violence takes in the strange humanoid, and reacts immediately, nudging Gerald forward a step, and, letting out a blood curdling scream, lays into the creature with his shield. Taking a lead from his master, Gerald attacks as well.

Raging, power attacking and five foot step forward.
Violence Shield Attack: 1d20 + 8 ⇒ (14) + 8 = 22 Violence Shield Damage: 1d3 + 7 ⇒ (2) + 7 = 9
Gerald Bite Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Gerald Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9

edit: thaaaaaaaaaat wasn't right... Woops, forgot to close a dice tag.

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Crit threat on the dog's bite attack. Hah!

Gerald Crit Confirm: 1d20 + 4 ⇒ (7) + 4 = 11

If successful:

Gerald Crit Dice: 1d6 + 4 ⇒ (5) + 4 = 9

Guess 11 isnt going to hit it flatfooted?

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll cast Bless (+1 attacks), and try to stop the this conflict before it begins, moving up, and holding up a hand to show we do not want to fight, as it doesn't seem it can understand our words.

Shadow Lodge

Current Map

The humanoid falls under a flurry of lance and claw. He was obviously not expecting resistance from that quarter, and distracted by Garinol's spell casting. As the creature expires, it goes up in a blaze of light, leaving behind only its clothing and effects.

Fort saves from everyone in the room, please.

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

VBH Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8
Gerald Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18

Violence looks down and is effected more than normal by the visage of the damage he has done.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Fort: 1d20 + 5 ⇒ (4) + 5 = 9 (+1 if its a Fear affect)

Shadow Lodge

Current Map

ahh.. everyone who fails their saving throw is blinded for a few moments. but it passes quickly. Sorry - that appears to be more of a combat effect, but not so much with the combat at the moment.

Having turned off the machine, slain the backstabbing dark creeper, what do our heroes get up to next? There's a library, a secret laboratory, a pile of dark creeper clothes, and doorways as yet unopened... ??

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll take back my smoked goggle, and place them back on my head.

Once the blindness wears off, I'll go take a peak into the two small doors near the entrance of this room.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Thanks for the save guys

Why is everyone in this place focusing on me, first the creepy little girl now this freak. as Zedril rubs his eyes.

Fort: 1d20 + 3 ⇒ (10) + 3 = 13

Silver Crusade

Fort: 1d20 + 7 ⇒ (5) + 7 = 12

Grand Lodge

Male Assimar Cleric 2 - HP 19/19 - AC:19/T:13/FF:16 - Perception +9 - F:5/R:3/W:6 - CMD 13 - Speed 30ft - Init. +3 - L.Crossbow +4 (1d8;19-20/2x/80ft) | BoL 4/6 | Cha 3/5

Fort: 1d20 + 3 ⇒ (5) + 3 = 8
The Aasimar gets his visions clouded for a few moments, but that soon passes without a second trouble. As the party realizes the room is turning back into the entrance, he searches the whole place for the items he was told to find, including the sculpture, a cerimonial saber, a pair of magic boots, and a certain document.
"Give me a minute folks, there's something I need to find here."

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

Perception check for further information of what I have been charged in finding for my faction. -don't want to spoil anything for anyone else's other characters.

Sovereign Court

Male Human Staff Magus 1/Monk 1 (HP 15/15; AC 18, FF 14, T 14, CMD 18; F +6, R +4, W +5, Init +2, Perception +2)

fort: 1d20 + 6 ⇒ (6) + 6 = 12

Shadow Lodge

Current Map

Most of the shelves contain collections of assorted books, scrolls, and Pathfinder Chronicles, arranged by date. In addition, the library possesses a small general reference section in the southeast corner. The inner doors on the west wall open to small storage closets. The first closet contains reams of paper, blank notebooks, assorted inks, quills, binding glue, scissors, and similar items. The second contains a filing log of all the volumes in the library and a strange relief carving covered with serpents. The rags where the dark creeper fell contain a masterwork dagger and three doses of "black smear" poison(a specialty of the dark folk).

Several magical scrolls are filed amid the library’s shelves. The shelves hold a scroll of comprehend languages and a scroll of darkvision.

cheliax:
PCs of the Cheliax faction should be interested in the relief carving located in the library closet.

Osirion:
Osirion faction PCs will want to obtain the scroll entitled “The Razing of the Temple of Apep by An-Hepsu V,” which is easily located by date or filing log.

In the laboratory, The desk contains Miregrold’s personal journals. One of them lies open, revealing his latest entry (see Handout A), a passage concerning his growing suspicions that his former associate, a dark stalker named Zoathrias, has returned to murder him and steal his aureolyte crystal. Others contain some pretty damning evidence concerning Miregrold’s past robberies, the spoils of which he sold to fund his research, and his misuse of Pathfinder Society funds. A search uncovers a few dog-eared pages that concern dealings with dark folk (such as dark creepers and dark stalkersand includes notes about their weaknesses.

A search of the desk uncovers a collection of notes detailing the proper placement of banded sunrods to activate the lighting apparatus, and a larger version housed farther underground, in a large cavern.

Miregold's Journal (Handout A) wrote:

Perhaps I’m just paranoid, but I feel the need to recount several queer goings on that occurred over the last week.

On three separate occasions, when I returned to the excavation site, I discovered the sunrods in the device prematurely drained and the chamber bathed in thick, unnatural darkness. Initially, I’d thought there might be something wrong with the device, so I tried the same combinations upstairs on the prototype.

Nothing happened, at least nothing resembling what was going on downstairs.

Vitrios offered to stay onsite, to keep an eye on the device and see if he could track down the reason for its malfunctions. The next day, we found him unconscious, barely breathing—it seems he’d suffered some sort of vermin bite. My mistake to leave him down there alone.

I’m not sure it was accidental. I’m still waiting for the alchemist’s report, but the symptoms looked similar to the effects of Black Smear poison. Zoathrius used to use a device called a spider-biter when he‘d knock off guards. It was a quick, snapping spike-thing, which he’d coat with the same toxins he’d polish his blades with. Poxing dark folk. If I could gut ‘em all… I keep telling myself he’s never getting away from that aboleth I left him with, but if he did, I’d be the first person he’d come looking for. Me and the aureolyte. By now, he must know I gave him up for the crystal.

It has to be paranoia. There’s no way.

Still, it’ll give me an excuse to throw a killswitch on the prototype just to be sure. Instead of the glimmer, coruscation, fulgor, taper, effulgence pattern I’m using to get the daylight effect, I’m going to switch the taper and coruscation sunrods, which should overload it, creating some seriously intense blinding light, but not enough to cause an explosion. The same patterns should also work on the main device.

-Skeldon Miregold 4709

Miregrold keeps his most valuable possessions in this room for added security. An unlocked chest is stashed beneath Miregold’s workbench. It contains a masterwork light crossbow, five sapphires worth 40 gp each, 10 pp, and 50 gp.

There are several alchemical items on the desk which are clearly visible without searching. For Tier 1–2, there is a vial of alchemist’s fire, an acid flask, and two vials of antitoxin.

Osirian:
PCs of the Osirion faction will probably take interest in the mobile of the solar system. The opalescent sphere they seek represents the planet Eox. To replace the sphere with the decoy require a disable device check (DC20).

Qadira:
Qadira faction PCs will want to obtain the logs of Miregrold’s past dealings with dark folk.

Shadow Lodge

Current Map

As the party ransacks the room, a lovely song can be heard from the next room. Apparently the Diva has finished 'resting'.

Shadow Lodge

Current Map

@Ka - apologies, I repurposed the Osirian mission for Grand Lodge - so please see the hidden passages above.

Essentially one remaining door 'forward' - does anyone object if I hit the fast forward button a bit?

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Not at all. And apologies for not beign present the last couple of days, work has just hit me for six.

Silver Crusade

Fast forward away...let me get my sword at the ready!

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

To the next door!

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I have been having severe dental pain the last few days, and have gone to the dentist 4 times without relief. I'm trying to keep up, but am having a lot of issue concentrating. Hopefully that should be over soon and I can back in some more.

I've also just gotten word that I am deploying shortly after Christmas, and that shouldn't affect this game, but it's possible. So just a Head's up.

Shadow Lodge

Current Map

A narrow passage leads south from this musty storeroom. Beyond, an arching, iron tripod rises from the center of the room, spanning a narrow hole in the packed dirt floor. A wooden-handled winch holds a thick chain that leads down into the darkness below.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Can we assume that I Detect Evil/Magic anytime we go into a new area, within reason?

I'll shine my light down, and assuming we see nothing, I'll tie a rope to my Everburning Torch (EBT) and send it down just to see what we can see.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Perception check with Darkvision

1d20 + 1 ⇒ (3) + 1 = 4

Shadow Lodge

Current Map

Zedril was obviously pepper-sprayed at the very beginning of this adventure, and has been unable to find his petard with both hands.
The dice gods are indeed unkind.

By torchlight, the darkness yields to show that the chain extends down 40 feet. It is afixed to a stalactite, which is one foundation for a small wooden pier. The pier is surrounded on all sides (as far as any light carries) by dark, still waters. There is a rope that extends northwest from the pier. Two small skiffs are moored to the pier.

The chain looks firmly anchored at both the top and bottom, presenting a straightforward climb down, for everyone except Gerald.

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Violence starts clucking, seeing the drop ahead. He dismounts, giving a Gerald a light rap on the nose, to remind him who's boss. He quickly and expertly removes his armour, stowing it in Gerald's saddlebacks. He retrieves a length of silk rope from one of the other saddlebags, and uses it to bind Gerald's maw. Taking his time, he reassures, threatens and physically restrains Gerald as he needs to, then binds his legs with the rope.

I should be able to bind his mouth without a check, but to do the legs will require a handle animal check, and I'm taking 20 to do so, for 25. Not under combat threat, no penalty for trying, so taking 20 should be fine. If not, let me know. From here it gets a bit weird. I've checked the party, and Rhydderch and I actually have the same strength, so it shouldn't be an issue. But if it is, I can let Rhydderch carry Gerald.

Violence grunts as he slings the trussed Gerald over his shoulders, moves ponderously over to the chain, looks at it dubiously, and lets out an undulating scream. He grabs the chain and starts climbing down it expertly.

Going to say two rounds of rage should be enough to climb down, double moves all the way down? Base speed is 20 ft, half speed per movement, four movement cycles = 40 feet. Leaves me with two more rages for the day.
Climb: 1d20 + 5 ⇒ (11) + 5 = 16

As his feet touch the ground, Violence lets out a grunt, and nearly collapses as he shrugs Gerald off of his shoulders. He takes a few minutes to recover, then slowly unties Gerald, giving him a pat of genuine affection when he thinks no one is looking. He then retrieves all of his gear from Gerald and prepares himself for combat once more. Once ready, he swings back up to his accustomed position on Gerald's back.

Shadow Lodge

Current Map

That is an excellent and well-prepared response to an awkward situation. In this case, there is no time pressure, and all works as intended. You've even got a few moments to recover from your fatigue while others make their way down behind you.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

[ooc]Well done VBH.[/b]

Zedril will take 20 to climb his scrawny butt down as well.

Sovereign Court

Male Human Staff Magus 1/Monk 1 (HP 15/15; AC 18, FF 14, T 14, CMD 18; F +6, R +4, W +5, Init +2, Perception +2)

Indeed, good job!

Tomnus scoffs as he must now climb his weary bones down a well.

Taking 10 for a total of 14

Silver Crusade

"Careful down there...I will most likely fall."

Climb: 1d20 - 1 ⇒ (16) - 1 = 15

Grand Lodge

Male Assimar Cleric 2 - HP 19/19 - AC:19/T:13/FF:16 - Perception +9 - F:5/R:3/W:6 - CMD 13 - Speed 30ft - Init. +3 - L.Crossbow +4 (1d8;19-20/2x/80ft) | BoL 4/6 | Cha 3/5

Some scenarios are just...

Ka follows after the others.

Shadow Lodge

Current Map

A makeshift platform stands between a series of limestone stalagmites protruding from a seemingly endless subterranean lake. Only a small pool of light illuminates the platform, falling from the hole in the cavern’s ceiling above and holding back the thick darkness stretching in all directions. Three ornate ivory gondolas float nearby, tethered to one of the planks forming the haphazard platform. A rope tied to the tallest stalagmite stretches taught into the darkness.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll go ahead and get into one of the gondolas (are they the boat type or the ski-lift like type?)

"Who is with me?"

Grand Lodge

Male Assimar Cleric 2 - HP 19/19 - AC:19/T:13/FF:16 - Perception +9 - F:5/R:3/W:6 - CMD 13 - Speed 30ft - Init. +3 - L.Crossbow +4 (1d8;19-20/2x/80ft) | BoL 4/6 | Cha 3/5

Who else feels at Harry Potter now?

"Right behind you".
Ka moves in to join Garinol.

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Violence is never one to hesitate and nudges Gerald forward onto the gondola.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Perception check around the area, any oddities surrounding the gondoloa?
PER:1d20 + 1 ⇒ (11) + 1 = 12

Assuming it is safe:
Zedril will also climb into one of the gondolas.

Sovereign Court

Male Human Staff Magus 1/Monk 1 (HP 15/15; AC 18, FF 14, T 14, CMD 18; F +6, R +4, W +5, Init +2, Perception +2)

Let me cast a little light on the situation.

casting light on the tip of my staff.

Shadow Lodge

Current Map

The platform rests very near the center of the underground body of water, which extends out for between 250 and 300 feet in all directions. The lake is fed by a stream that enters beneath its surface on the northern edge and flows out from a similarly concealed tributary to the southwest. On the north, south, and west edges of the cavern, the water flows right up to the smooth, stone walls. On the eastern shore, a low bank filled with fine black sand leads to a narrow tunnel away from the lake. It is to this passage that the guide rope leads, 300 feet from end to end.

Each boat holds two Medium creatures and can be propelled with a 25-foot punting pole (found in the bow of each craft). The PCs may also pull the craft along the surface of the water using the guide rope.

(In anticipation of the question... the doors are locked)

Shadow Lodge

Current Map

The party pulls the small boats across the black, still water. They land on the low bank of fine black sand. Facing the beach, double doors - stout wood bound in iron bands - stand closed and locked.

Now facing the door - anyone have thoughts on how to enter the doors?Lock picks? Hewing axes?

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Violence takes a minute to closely examine the doors.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll check for traps and then try to unlock it if it's safe.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26
or if I can I'll Take 20 (28).

Grand Lodge

Male Assimar Cleric 2 - HP 19/19 - AC:19/T:13/FF:16 - Perception +9 - F:5/R:3/W:6 - CMD 13 - Speed 30ft - Init. +3 - L.Crossbow +4 (1d8;19-20/2x/80ft) | BoL 4/6 | Cha 3/5

Ka detects magic on the door and the hut.

Sovereign Court

Male Human Staff Magus 1/Monk 1 (HP 15/15; AC 18, FF 14, T 14, CMD 18; F +6, R +4, W +5, Init +2, Perception +2)

Tomnus stands at the ready while his companions take care of the doors

Shadow Lodge

Current Map

Though naturally formed, the walls and floors of this room are secured and reinforced with additional construction. It appears as though these newer structures were recently partially torn down. At the chamber’s heart lies a crude and massive machine-like device. It consists of a large stone and iron tank fitted on a crossbar to a disk plated with reflective metals.

Strings and cables, threaded through the device in intricate cat’s cradles, secure delicate and precisely oriented refractive devices.

The unfortunate venture-captain Skeldon Miregrold is lashed to the top of his own greatest invention, his body riddled with hundreds of sharp, crystal needle-width shunts all filled with acid. His moans reflect a nearly perfect despair.

GM Screen:
stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Violence pushes past the rest of the party and takes a step into the room, having a good look around as he does so. Gerald sniffs and peers around at the same time.

Violence Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Gerald Perception: 1d20 + 4 ⇒ (2) + 4 = 6
As a reminder, Gerald also has scent.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll immediately go up to try to heal him, and then take a moment to try to see what's really going on.

Cure Light: 1d8 + 3 ⇒ (5) + 3 = 8
Heal Check: 1d20 + 9 ⇒ (3) + 9 = 12

"You are going to be ok buddy. Tell me what's going on here. What are these crystals?"

Silver Crusade

Rhydderch joins the halfling and attempting to detect any evil in the room.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

"Venture-Captain...we have some paperwork for you but it appears as though you are in no condition to receive it." He turns to his companions and speaks in a lower voice. "I don't like our chances of getting him out of that contraption without causing further harm."

Shadow Lodge

Current Map

Garinol successfully reaches Miregold, suspended atop his own fantastic construction, and infuses him with life to supplement the venture-captain's own waning light. Miregold is pierced in a dozen places, with caustic fluids being infused directly into his veins. Garinol doesn't have a solid handle on Miregold's situation, but it is clear to him that the Pathfinder will die in short moments without further intervention.

Although neither Rhydderch nor VBH can see any particular source, Rhydderch is sure that there is some source of evil among the machinery on the east wall. (see map)

GM Screen:

15

Liberty's Edge

Male Halfling Barbarian Beast Rider (HP 15/15 AC 17 | T 12 | FF 13 | CMD 15 | F +4 | R +2 | W +0 | Init +4 | Per +6 Ride +6 Handle Animal +5 )

Seeing Rhydderch's indication of evil, Violence moves Gerald slowly around the room, circling around behind Garinol and the Venture Captain, to approach the machinery from the opposite side.

As he does, he casts a quick eye down the openings to the south.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Also, the Cure light wasn't enough to stabilise him?

Silver Crusade

"There is some source of evil close to you Violence...stay alert."

Rhydderch continues focusing on the area where he senses evil in the hopes of determining the number of auras present. Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Zedril will examine the machine looking for the "off" switch.

PER: 1d20 + 1 ⇒ (17) + 1 = 18
Detect Magic, on machine and in room.
KN:ARCANA: 1d20 + 5 ⇒ (8) + 5 = 13

As he approaches Miregold, Any advice on how you can assist us Venture Captain? We will get you out of here as soon as we can.

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